Func nobuild: Difference between revisions

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==Ledges==
==Ledges==
[[Image:nobuild_ledge.gif|thumb|right|Here you can see the required 96 units for each accessible side]]
[[Image:nobuild_ledge.gif|thumb|right|Here you can see the required 96 units for each accessible side]]
High ledges present an element a bit different from a standard floor surface.  If there is a ledge you do not want an engineer to build upon, the func_nobuild area should not only be 96 units above the surface, but 96 units below the surface as well.  It should also stick out 96 units from all accessible sides of the ledge.  If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
High ledges present an element a bit different from a standard floor surface.  If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge.  It should also stick out 96 units from all accessible sides of the ledge.  If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.
 
==Example Map==
==Example Map==
An example map demonstrating the entity in use can be downloaded here:
An example map demonstrating the entity in use can be downloaded here:

Revision as of 10:09, 5 September 2008

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Entity Description

A func_nobuild entity will restrict an engineer from building in the specific area it contains.

Availability

This brush-based entity is exclusive to Team Fortress 2.

Normal Use

A func_nobuild area should come in contact with the top side of the brush you don't want the engineer to build upon. The func_nobuild should also be at least 96 units high to keep an engineer from bypassing it by jumping above it. Keep in mind that a func_respawnroom entity also blocks an engineers ability to build and thus a func_nobuild does not have to be placed in the same location as a func_respawnroom.

Ledges

Here you can see the required 96 units for each accessible side

High ledges present an element a bit different from a standard floor surface. If there is a ledge you do not want an engineer to build upon, the func_nobuild brush should not only be 96 units above the surface, but 96 units below the surface as well, with the func_nobuild brush overlapping the ledge. It should also stick out 96 units from all accessible sides of the ledge. If the ledge is less then 96 units above a larger flat surface, the func_nobuild only needs to touch the top of the surface the ledge is above.

Example Map

An example map demonstrating the entity in use can be downloaded here: http://www.mediafire.com/?vl4dxzxktzf

Keyvalues

Inputs

Outputs